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oddly simple, but hard to get.stone edge
earthquake
gyro ball
zen headbutt/giga impact
brave nature
item: choice band/life orb
EV's:attack
IV's:attack
ability:levitate(not that you have much choice)
its all self explanitory, but if you dont have access to pokemon platinum, heartgold, or soulsilver, or you don't have another ds, then zen headbutt is replaced tith the next good move, giga impact

oddly simple, but hard to get.stone edge
earthquake
gyro ball
zen headbutt/giga impact?
brave nature
item: choice band/life orb
EV's:attack
IV's:attack
ability:levitate(not that you have much choice)
its all self explanitory, but if you dont have access to pokemon platinum, heartgold, or soulsilver, or you don't have another ds, then zen headbutt is replaced tith the next good? move, giga impact?

well really simple with 70 base speed choice scarf AND jolly nature it reach a maximum of 393 speed, really nice for RU, with adamant it is 358 speed.

with adamant it got 317 attack without it, it got 289 attack, I don't find it really bad it is good I guess.
about the set: explotion for revenge killing stuff that you believe you can't kill with your moves
stone quake combo

Last slot are the 2 other good moves he have in his moveset zen headbut for STAB or return for coverage (I mean without dying like with explosion), take your poison.

Ok, so Solrock didn't really get any fresh goodies with Gen 5. Maybe even nerfed with that useless Explosion.

That does not deny Solrock's rather peculiar uniqueness, if not overlooked with those stats. Look at this this way:

-a Rock/Psychic with Will-O-Wisp
-Baton Pass a myriad of support moves, including the rare Cosmic Power
-a Stealth Rocker with the newly buffed Magic Coat
-all of that, plus other Psychic-Type goodies, such as DualScreens and Trick Room
-a Physical attacking Psychic-Type

It's very hard to write a review for Solrock aside from specific sets, such as Choice Band. Solrock is really just sorta there for "dang I could really use this combination of moves for this weird team of mine." And for that once-in-a-blue-moon team, Solrock shines (no pun intended).

Solrock Counters
Considering your Ability prevents Ground from affecting your Rock Type, you only need to fear Grass, Water, Dark, Ghost, Bug, Steel, and Mold-Breaker-aided-Ground Moves. You only resist Poison, Fire, Flying, Normal, and Psychic, so you won't really see them much at all, short of switching into one of those Move-Types. That leaves 5 Types with Neutral coverage on you - Electric, Ice, Fighting, Rock, and Dragon.

Considering your stats, you have mediocre...well, everything. Base 95 Attack is nothing to scoff at, but Base 70 Speed pits you behind 200+ Pokemon and ties you with plenty of others. Your Base Defense is equal to Whimsicott's and your Sp.Def is on par with Steelix. Thankfully, you don't have a quad weakness...however, double will do since your Base HP is on par with Scizor and several *cough*dozen*cough* more. Your Base Sp.Atk is a very underwhelming 55, equal to, again, Steelix...

Looking at the numbers, we just rolled the worst attributes of 3 awesome Pokemon into a floating space rock. Eh, could've been worse...they could've used the same Base number array switching the Physical with the Special for a similar piece of crap...oh, wait...

Your counters are...uh, numerous...Special Attackers and Physical Walls will rip you apart. Worse still is that your mediocrity makes you too vulnerable to the attacks you do resist and can't return the favor too well.

Pinsir, Rampardos, and Haxorus are capable of bypassing Levitate with Mold Breaker EQ and meaty Attack stats. Name practically any Grass, Water, Dark, Ghost, Bug, or Steel Type that can use its respective STAB relatively well and you'll be hurting.

What's worse is that Steel Types will wall you if they can bypass Ground as well - Skarmory, Levitate Bronzong, or a simple Air Balloon holder will prevent your EQ potential.

Pressure is always the bane of Edgequakers. Eviolite-clops, Spiritomb, Dusknoir, and Speed-Passed Substitute-Wailord will take you to town and spend, spend, spend...plus their STABs are all Super Effective, just to rub salt in your wounds.

Priority Moves almost have total coverage on you. Aside from the Status and Normal-Type ones, only Ice Shard, Mach Punch, and Vacuum Wave don't hit for Super Effective damage (not that it's really needed).

Burns will almost completely shut you down. However, most Burn-inflictors have some method of outright slaughtering you anyway, so why bother...

Really, the only way Solrock'll survive an attack is if the opponent misses or deals set-damage. Even then, Solrock can't dish or take damage too well if accuracy is not an issue for the opponent...

I hadn't heard of anyone using Baton Pass Solrock so I might as well post this one. Baton Pass is Baton Pass. Cosmic Power and Rock Polish are stat-boosting moves to Pass. If you fear Taunt, go with Stone Edge. If not, go with Substitute for Subs or Pain Split for (some) healing.

Bit of a gimmick set but worth trying. Will-o-Wisp stills deals with physical attackers, leaving you to boost your special stats with Calm Mind. Now that your Sp. Attack is decent Flamethrower and Fire Blast should deal respectable damage, they'll put serious dents in Grass-types and fry the Steel-types that could otherwise stand in your way.

This is the base set for this sun pokemon. Will-o-wisp ruins the physical attacker. Stone Edge is a good STAB move. Zen Headbutt also does the same. When you're running out of HP, well use Explosion. With Normal Gem, the power will double.

This is the support set of Solrock. Calm Mind raises SpDef... you don't care for SpAtk, Cosmic Power for Def and SpDef while Iron Defense for Def. Stealth Rock is a entry hazard. It works best with Spam Skarmony. Toxic and Will-o-Wisp are status support, just select. To stop prevent being a taunt bait, you can choose any of the damaging moves. Flamethrower works best when you use Calm Mind. Stone Edge and Zen Headbutt are just STAB moves.

I call this set as "Recycler". You will hold three consumable items: Psychic Gem, which powered Psychic Moves, Rock Gem, which powered the Rock moves, and Enigma Berry, which heals you once hit by a supereffective moves. Once you consume them, you will use Recycle to have that move again! Cosmic power and Will-o-wisp are just for support. You have STAB moves, Zen headbutt and Stone Edge.

Options
-Wonder Room allows you to change Physical Walls with crap Sp.Def into inferior versions of Blissey, Snorlax, and Eviolite Chansey. It also swaps your lower Sp.Def with your slightly higher Defense to...er, some...helpful effect.
-Will-o-Wisp gives your mediocre Defense a "boost." Combined with Wonder Room, you can bolster both defenses.
-Role Play (HG/SS Tutor) + Baton Pass (Pokemon XD: Gale of Darkness) can give you something useful like Speed Boost, but it's full of risk.
-Rock Slide over Stone Edge gives you a wide shot in multi and a possible-flinch option. Smack Down gives you another multi option.
-Calm Mind is better on Lunatone, but if you use Special Moves for some reason, why not...oh, yeah...Cosmic Power boosts both defenses instead and Solrock's Sp.Atk is pure crap.
-Bulldoze aids your low-ish Speed as an option over EQ. Not entirely terrible, but it can help your replacement set up or sweep.
-Embargo is an option for screwing with your opponent's items. No Leftovers? No Focus Sash? No Eviolite? No Choice items? YEAH!!! No chance of surviving a hit anyway...meh...

Solrock, eh? It’s got decent Attack, just not very good defenses or Speed, nor a very interesting movepool for its Attack stat. It does have a few interesting supportive selections, at least. But hey, its base 70 Speed allows it to fit within a Trick Room team nicely, and being part Rock-type allows a much needed Special Defense boost in Sandstorms.

Reflect and Light Screen will boost your whole team’s defenses with the duration extended by Light Clay. Solrock is capable of using Trick Room, but if you’d rather that attack be assigned to someone else, there’s Stealth Rock as another supportive move, or just flat out good ol’ Earthquake as an attacking option instead. Stone Edge or Rock Slide gets STAB and prevents you from being Taunt bait shall Earthquake not be in your roster.

Solrock has access to Rock Polish, doubling its Speed and increasing the chances of it dealing damage outside of a Trick Room Team. From there, Stone Edge or Rock Slide offer STAB. Acrobatics gets double the base power if you’re not holding an item as well as covers Solrock’s Grass and Fighting weaknesses. But if you really want to take advantage of Solrock’s interesting supportive moves, there’s Cosmic Power, which boosts both Defense and Special Defense! Finally, Earthquake rests in the final slot and gives Solrock good type coverage overall if you’ve chosen Cosmic Power over Acrobatics.

Other Options:- Explosion deals massive damage and can come in handy since Solrock will most likely lose its health rather quickly.- Will-o-wisp is great as a supportive move option, as it will lower the target’s attacking power, adding to more bulk possibilities.- Zen Headbutt is Solrock’s only Physical Psychic-type attack.- Iron Head could be used as a desperation move if Solrock is cornered by an Ice-type. - Sandstorm will give Solrock a Special Defense boost because of its half Rock-type trait.

Partners:
Besides the Trick Room and Sandstorm team points made in the introduction, you’re going to need someone who can withstand Solrock’s Earthquakes; anyone with Levitate, Protect, Wide Guard (for Triples), or with a Flying-type trait works fine. However, out of the previously mentioned, you should probably find a Pokémon that can also cover for Solrock’s low Speed and common weaknesses of Water, Fighting, Dark, Ghost, and Ice. In addition, make sure your partner can also survive Explosion should it be in your roster; Protect, Wide Guard, and Ghost-types will do the job. I wish I could give some specific examples, but I’m no good at thinking of any off the top of my head outside of Gengar.

Custom made to get the most use out of his better moves (Although STAB would have been appreciated GREATLY...) As you come in, people would normally suspect nothing of Solrock. You'll want to come in on a move you live and you outspeed them, as well as Acrobatics hitting neutrally. Although, typically it won't do much. That's why Adamant Nature is also in option; and if you opt for Rock Polish, the boost in power is mandeatory. Explosion is for taking a large chunk out of anything it doesn't resist, and you can expect to do such faster if you use Rock Polish. However, Rock Polish can be booted out with the likes of Substitute or Stone Edge, and Earthquake finishes the last slot for mandatory Steel-Hitting. Not the best set by far, but I commend that it probably hits an amount very hard...

CalmRock

Solrock is different. I think that's why we give it a different moveset. Substitute for extra protection, Flamethrower if you want another offensive move. Psyshock for STAB and once your opponent catches on, Blissey comes in. You surprise everyone with this moveset. Calm Mind is necessary and works great with Substitute. Will-O-Wisp to stall or cripple something. This moveset is about the element of surprise. Solrock has other moves you could replace with but the one's here have good coverage. You could replace Will-O-Wisp with HP Grass to kill those bulky waters coming to kill you.HP Fighting kills those Tyranitar.

CalmRock

Solrock is different. I think that's why we give it a different moveset. Substitute for extra protection, Flamethrower if you want another offensive move. Psyshock for STAB and once your opponent catches on, Blissey comes in. You surprise everyone with this moveset. Calm Mind is necessary and works great with Substitute. Will-O-Wisp to stall or cripple something. This moveset is about the element of surprise. Solrock has other moves you could replace with but the one's here have good coverage. You could replace Will-O-Wisp with HP Grass to kill those bulky waters coming to kill you.HP Fighting kills those Tyranitar.

Also, pokemon that knows Earthquake or Bulldoze to take advantage on Solrock's Levitate.

Counters:
Dispite its weakness to Water, try not to use it with the likelyhood of having against one similar to the one with "Sunny Assist."
Dispite its weakness to Ground, don't use it unless Gravity, Smack Down, or item-switch with Iron Ball are involved.
Eventhough its Sp Defenses are weaker than its Defense, with Solrock that knows moves like Wonder Room, Reflect/Light Screen, Trick Room, and Will-o-wisp; you just need to focus on its weaknesses to other types: Grass, Bug, Ghost, Dark, and Steel.

Got Pokémon X. Intend to get either Omega Ruby or Alpha Sapphire.
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If interested, send a private message with your ID #.

While Solrock's movepool isn't bad, his low stats make him outclassed in most, if not all roles he could possibly fill. Baton Passing is probably his best bet at being competitive - passing Rock Polish and Substitute to a strong but slow powerhouse (such as Crawduant or Ursaring) can prove lethal, especially if you broke through your opponent's main walls beforehand. The EVs let Solrock outspeed Scarf Krookodile after a Rock Polish, which consequently allows him escape Krook's Pursuit and Crunch with Baton Pass.

A simple supporting set. Solrock has more weaknesses which are typically special (such as Water and Grass), so it's better to focus on his physical side instead. Stealth Rock really needs no explanation and it's especially useful in RU given the large amount of Rock-weak Pokemon, while Will-O-Wisp is used to amplify his physical tanking prowess. Fourth slot is up to you - Earthquake let's you deal with Aggron and provides good coverage with Rock Slide, Pain Split offers semi-reliable healing, and Baton Pass is good for scouting switches and escaping Pursuits.

edit: Rock Slide is my personal preference and it can be subbed for Stone Edge if you're looking for more power

Last edited by Casty; 11th October 2011 at 8:44 PM.
Reason: forgot to add something

Rock Polish.
Base 140 speed is amazing, even though there is no attack stat to back it up. But it gets stone edge and earthquake do find their way on this guy, as well as i guess signal beam for dark types. Its few physical moves are good.

Ok it's simple. Substitute provides extra protection and works great with Calm Mind. Flamethrower for another offensive Move if you need it. Protect works with Will-O-Wisp to help stall. Calm Mind is necessary. Psyshock for all those wall with horrible defenses A.K.A Blissey. Last move is a preference. Will-O-Wisp is for stalling/ crippling pokemon. HP Ice for those ugly dragon type. HP Grass for those bulky waters. HP Fighting Deals with the one and only, Tyranitar. This set is a joke, but if utilized properly, it can make Solrock the strongest guy on your team.

Ok it's simple. Substitute provides extra protection and works great with Calm Mind. Flamethrower for another offensive Move if you need it. Protect works with Will-O-Wisp to help stall. Calm Mind is necessary. Psyshock for all those wall with horrible defenses A.K.A Blissey. Last move is a preference. Will-O-Wisp is for stalling/ crippling pokemon. HP Ice for those ugly dragon type. HP Grass for those bulky waters. HP Fighting Deals with the one and only, Tyranitar. This set is a joke, but if utilized properly, it can make Solrock the strongest guy on your team.

Yeah cause it will kill blissey with psychock of a base 55 special attack.

Wanna go special? use lunastone....
he have 55 special attack it NOT worth using!